diff options
Diffstat (limited to 'ftnoir_posewidget/glwidget.cpp')
-rw-r--r-- | ftnoir_posewidget/glwidget.cpp | 427 |
1 files changed, 197 insertions, 230 deletions
diff --git a/ftnoir_posewidget/glwidget.cpp b/ftnoir_posewidget/glwidget.cpp index 671dd35d..26803385 100644 --- a/ftnoir_posewidget/glwidget.cpp +++ b/ftnoir_posewidget/glwidget.cpp @@ -1,230 +1,197 @@ -/* Copyright (c) 2013 Stanislaw Halik <sthalik@misaki.pl>
- *
- * Permission to use, copy, modify, and/or distribute this software for any
- * purpose with or without fee is hereby granted, provided that the above
- * copyright notice and this permission notice appear in all copies.
- */
-
-#include <QtGui>
-#include "glwidget.h"
-#include <QWidget>
-#include <cmath>
-#include <algorithm>
-
-GLWidget::GLWidget(QWidget *parent) : QWidget(parent)
-{
- front = QImage(QString(":/images/side1.png"));
- back = QImage(QString(":/images/side6.png"));
- rotateBy(0, 0, 0);
-}
-
-GLWidget::~GLWidget()
-{
-}
-
-void GLWidget::paintEvent ( QPaintEvent * event ) {
- QWidget::paintEvent(event);
- QPainter p(this);
- project_quad_texture();
- p.drawPixmap(event->rect(), pixmap, event->rect());
-}
-
-void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle)
-{
-
- double ch = cos(xAngle / 57.295781);
- double sh = sin(xAngle / 57.295781);
- double ca = cos(yAngle / 57.295781);
- double sa = sin(yAngle / 57.295781);
- double cb = cos(zAngle / 57.295781);
- double sb = sin(zAngle / 57.295781);
-
- matrix[0 * 3 + 0] = ch * ca;
- matrix[0 * 3 + 1]= sh*sb - ch*sa*cb;
- matrix[0 * 3 + 2]= ch*sa*sb + sh*cb;
- matrix[1 * 3 + 0]= sa;
- matrix[1 * 3 + 1]= ca*cb;
- matrix[1 * 3 + 2]= -ca*sb;
- matrix[2 * 3 + 0]= -sh*ca;
- matrix[2 * 3 + 1]= sh*sa*cb + ch*sb;
- matrix[2 * 3 + 2]= -sh*sa*sb + ch*cb;
- update();
-}
-
-class Triangle {
-public:
- Triangle(const Vec2f& p1,
- const Vec2f& p2,
- const Vec2f& p3)
- {
- origin = p1;
- v0 = Vec2f(p3.x - p1.x, p3.y - p1.y);
- v1 = Vec2f(p2.x - p1.x, p2.y - p1.y);
- dot00 = dot(v0, v0);
- dot01 = dot(v0, v1);
- dot11 = dot(v1, v1);
- invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
- }
- bool barycentric_coords(const Vec2f& px, Vec2f& uv) const
- {
- Vec2f v2(px.x - origin.x, px.y - origin.y);
- double dot12 = dot(v1, v2);
- double dot02 = dot(v0, v2);
- double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
- double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
- uv.x = u;
- uv.y = v;
- return (u >= 0) && (v >= 0) && (u + v <= 1);
- }
-
-private:
- double dot00, dot01, dot11, invDenom;
- Vec2f v0, v1, origin;
- double dot(const Vec2f& p1, const Vec2f& p2) const {
- return p1.x * p2.x + p1.y * p2.y;
- }
-};
-
-static __inline Vec3f cross(const Vec3f& p1, const Vec3f& p2)
-{
- return Vec3f(p1.y * p2.z - p2.y * p1.z,
- p2.x * p1.z - p1.x * p2.z,
- p1.x * p2.y - p1.y * p2.x);
-}
-
-static __inline Vec3f normal(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3)
-{
- Vec3f u(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
- Vec3f v(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
-
- Vec3f tmp = cross(u, v);
-
- double i = 1./sqrt(tmp.x * tmp.x + tmp.y * tmp.y + tmp.z * tmp.z);
-
- return Vec3f(i * tmp.x, i * tmp.y, i * tmp.z);
-}
-
-void GLWidget::project_quad_texture() {
- const int sx = width(), sy = height();
- Point pt[4];
- static Vec3f corners[] = {
- Vec3f(0, 0, 0),
- Vec3f(sx-1, 0, 0),
- Vec3f(0, sy-1, 0),
- Vec3f(sx-1, sy-1, 0)
- };
-
- for (int i = 0; i < 4; i++) {
- pt[i] = project(Vec3f(corners[i].x - sx/2, corners[i].y - sy/2, 0));
- pt[i].x += sx/2;
- pt[i].y += sy/2;
- }
-
- Vec3f normal1(0, 0, 1);
- Vec3f normal2;
- {
- Vec3f foo[3];
- for (int i = 0; i < 3; i++)
- foo[i] = project2(corners[i]);
- normal2 = normal(foo[0], foo[1], foo[2]);
- }
-
- double dir = normal1.x * normal2.x + normal1.y * normal2.y + normal1.z * normal2.z;
-
- QImage& tex = dir < 0 ? back : front;
-
- int ow = tex.width(), oh = tex.height();
-
- Vec2f p2[4];
-
- for (int i = 0; i < 4; i++)
- p2[i] = Vec2f(pt[i].x, pt[i].y);
-
- QImage texture(QSize(sx, sy), QImage::Format_RGB888);
- texture.fill(Qt::black);
-
- const Vec2f projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } };
- const Vec2f origs[2][3] = {
- { Vec2f(0, 0), Vec2f(ow-1, 0), Vec2f(0, oh-1) },
- { Vec2f(ow-1, oh-1), Vec2f(ow-1, 0), Vec2f(0, oh-1) }
- };
- const Triangle triangles[2] = {
- Triangle(projected[0][0], projected[0][1], projected[0][2]),
- Triangle(projected[1][0], projected[1][1], projected[1][2])
- };
-
- int orig_pitch = tex.bytesPerLine();
- int dest_pitch = texture.bytesPerLine();
-
- const unsigned char* orig = tex.bits();
- unsigned char* dest = texture.bits();
-
- int orig_depth = tex.depth() / 8;
- int dest_depth = texture.depth() / 8;
-
- /* image breakage? */
- if (orig_depth < 3)
- return;
-
- for (int y = 0; y < sy; y++)
- for (int x = 0; x < sx; x++) {
- Vec2f pos;
- pos.x = x;
- pos.y = y;
- for (int i = 0; i < 2; i++) {
- Vec2f coords;
- if (triangles[i].barycentric_coords(pos, coords))
- {
- double qx = origs[i][0].x
- + coords.x * (origs[i][2].x - origs[i][0].x)
- + coords.y * (origs[i][1].x - origs[i][0].x);
- double qy = origs[i][0].y
- + coords.x * (origs[i][2].y - origs[i][0].y)
- + coords.y * (origs[i][1].y - origs[i][0].y);
- int qx1 = std::min<int>(ow - 1, std::max<int>(0, qx - 0.5));
- int qy1 = std::min<int>(oh - 1, std::max<int>(0, qy - 0.5));
- int qx2 = std::min<int>(ow - 1, std::max<int>(0, qx + 0.5));
- int qy2 = std::min<int>(oh - 1, std::max<int>(0, qy + 0.5));
-
- double dx1 = qx1 - qx;
- double dy1 = qy1 - qy;
- double dx2 = qx2 - qx;
- double dy2 = qy2 - qy;
-
- double d1 = 2 - (dx1 * dx1 + dy1 * dy1);
- double d2 = 2 - (dx2 * dx2 + dy2 * dy2);
- double d3 = 2 - (dx2 * dx2 + dy1 * dy1);
- double d4 = 2 - (dx1 * dx1 + dy2 * dy2);
-
- double inv_norm = 1. / (d1 + d2 + d3 + d4);
-
- d1 *= inv_norm;
- d2 *= inv_norm;
- d3 *= inv_norm;
- d4 *= inv_norm;
-
- double r = d1 * (double) orig[qy1 * orig_pitch + qx1 * orig_depth + 2]
- + d2 * (double) orig[qy2 * orig_pitch + qx2 * orig_depth + 2]
- + d3 * (double) orig[qy1 * orig_pitch + qx2 * orig_depth + 2]
- + d4 * (double) orig[qy2 * orig_pitch + qx1 * orig_depth + 2];
-
- double g = d1 * (double) orig[qy1 * orig_pitch + qx1 * orig_depth + 1]
- + d2 * (double) orig[qy2 * orig_pitch + qx2 * orig_depth + 1]
- + d3 * (double) orig[qy1 * orig_pitch + qx2 * orig_depth + 1]
- + d4 * (double) orig[qy2 * orig_pitch + qx1 * orig_depth + 1];
-
- double b = d1 * (double) orig[qy1 * orig_pitch + qx1 * orig_depth + 0]
- + d2 * (double) orig[qy2 * orig_pitch + qx2 * orig_depth + 0]
- + d3 * (double) orig[qy1 * orig_pitch + qx2 * orig_depth + 0]
- + d4 * (double) orig[qy2 * orig_pitch + qx1 * orig_depth + 0];
-
- dest[y * dest_pitch + x * dest_depth + 0] = std::max<int>(0, std::min<int>(255, r));
- dest[y * dest_pitch + x * dest_depth + 1] = std::max<int>(0, std::min<int>(255, g));
- dest[y * dest_pitch + x * dest_depth + 2] = std::max<int>(0, std::min<int>(255, b));
-
- break;
- }
- }
- }
- pixmap = QPixmap::fromImage(texture);
-}
\ No newline at end of file +/* Copyright (c) 2013 Stanislaw Halik <sthalik@misaki.pl> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + */ + +#include <QtGui> +#include "glwidget.h" +#include <QWidget> +#include <cmath> +#include <algorithm> + +GLWidget::GLWidget(QWidget *parent) : QWidget(parent) +{ + front = QImage(QString(":/images/side1.png")); + back = QImage(QString(":/images/side6.png")); + rotateBy(0, 0, 0); +} + +GLWidget::~GLWidget() +{ +} + +void GLWidget::paintEvent ( QPaintEvent * event ) { + QWidget::paintEvent(event); + QPainter p(this); + project_quad_texture(); + p.drawImage(event->rect(), texture); +} + +void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle) +{ + + double ch = cos(xAngle / 57.295781); + double sh = sin(xAngle / 57.295781); + double ca = cos(yAngle / 57.295781); + double sa = sin(yAngle / 57.295781); + double cb = cos(zAngle / 57.295781); + double sb = sin(zAngle / 57.295781); + + matrix[0 * 3 + 0] = ch * ca; + matrix[0 * 3 + 1]= sh*sb - ch*sa*cb; + matrix[0 * 3 + 2]= ch*sa*sb + sh*cb; + matrix[1 * 3 + 0]= sa; + matrix[1 * 3 + 1]= ca*cb; + matrix[1 * 3 + 2]= -ca*sb; + matrix[2 * 3 + 0]= -sh*ca; + matrix[2 * 3 + 1]= sh*sa*cb + ch*sb; + matrix[2 * 3 + 2]= -sh*sa*sb + ch*cb; + update(); +} + +class Triangle { +public: + Triangle(const Vec2f& p1, + const Vec2f& p2, + const Vec2f& p3) + { + origin = p1; + v0 = Vec2f(p3.x - p1.x, p3.y - p1.y); + v1 = Vec2f(p2.x - p1.x, p2.y - p1.y); + dot00 = dot(v0, v0); + dot01 = dot(v0, v1); + dot11 = dot(v1, v1); + invDenom = 1 / (dot00 * dot11 - dot01 * dot01); + } + bool barycentric_coords(const Vec2f& px, Vec2f& uv) const + { + Vec2f v2(px.x - origin.x, px.y - origin.y); + double dot12 = dot(v1, v2); + double dot02 = dot(v0, v2); + double u = (dot11 * dot02 - dot01 * dot12) * invDenom; + double v = (dot00 * dot12 - dot01 * dot02) * invDenom; + uv.x = u; + uv.y = v; + return (u >= 0) && (v >= 0) && (u + v <= 1); + } + +private: + double dot00, dot01, dot11, invDenom; + Vec2f v0, v1, origin; + double dot(const Vec2f& p1, const Vec2f& p2) const { + return p1.x * p2.x + p1.y * p2.y; + } +}; + +static __inline Vec3f cross(const Vec3f& p1, const Vec3f& p2) +{ + return Vec3f(p1.y * p2.z - p2.y * p1.z, + p2.x * p1.z - p1.x * p2.z, + p1.x * p2.y - p1.y * p2.x); +} + +static __inline Vec3f normal(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3) +{ + Vec3f u(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z); + Vec3f v(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z); + + Vec3f tmp = cross(u, v); + + double i = 1./sqrt(tmp.x * tmp.x + tmp.y * tmp.y + tmp.z * tmp.z); + + return Vec3f(i * tmp.x, i * tmp.y, i * tmp.z); +} + +void GLWidget::project_quad_texture() { + const int sx = width(), sy = height(); + Point pt[4]; + static Vec3f corners[] = { + Vec3f(0, 0, 0), + Vec3f(sx-1, 0, 0), + Vec3f(0, sy-1, 0), + Vec3f(sx-1, sy-1, 0) + }; + + for (int i = 0; i < 4; i++) { + pt[i] = project(Vec3f(corners[i].x - sx/2, corners[i].y - sy/2, 0)); + pt[i].x += sx/2; + pt[i].y += sy/2; + } + + Vec3f normal1(0, 0, 1); + Vec3f normal2; + { + Vec3f foo[3]; + for (int i = 0; i < 3; i++) + foo[i] = project2(corners[i]); + normal2 = normal(foo[0], foo[1], foo[2]); + } + + double dir = normal1.x * normal2.x + normal1.y * normal2.y + normal1.z * normal2.z; + + QImage& tex = dir < 0 ? back : front; + + int ow = tex.width(), oh = tex.height(); + + Vec2f p2[4]; + + for (int i = 0; i < 4; i++) + p2[i] = Vec2f(pt[i].x, pt[i].y); + QImage texture(QSize(sx, sy), QImage::Format_RGB888); + QColor bgColor = palette().color(QPalette::Current, QPalette::Window); + texture.fill(bgColor); + + const Vec2f projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } }; + const Vec2f origs[2][3] = { + { Vec2f(0, 0), Vec2f(ow-1, 0), Vec2f(0, oh-1) }, + { Vec2f(ow-1, oh-1), Vec2f(ow-1, 0), Vec2f(0, oh-1) } + }; + const Triangle triangles[2] = { + Triangle(projected[0][0], projected[0][1], projected[0][2]), + Triangle(projected[1][0], projected[1][1], projected[1][2]) + }; + + int orig_pitch = tex.bytesPerLine(); + int dest_pitch = texture.bytesPerLine(); + + const unsigned char* orig = tex.bits(); + unsigned char* dest = texture.bits(); + + int orig_depth = tex.depth() / 8; + int dest_depth = texture.depth() / 8; + + /* image breakage? */ + if (orig_depth < 3) + return; + + for (int y = 0; y < sy; y++) + for (int x = 0; x < sx; x++) { + Vec2f pos; + pos.x = x; + pos.y = y; + for (int i = 0; i < 2; i++) { + Vec2f coords; + if (triangles[i].barycentric_coords(pos, coords)) + { + int px = origs[i][0].x + + coords.x * (origs[i][2].x - origs[i][0].x) + + coords.y * (origs[i][1].x - origs[i][0].x); + int py = origs[i][0].y + + coords.x * (origs[i][2].y - origs[i][0].y) + + coords.y * (origs[i][1].y - origs[i][0].y); + int r = orig[py * orig_pitch + px * orig_depth + 2]; + int g = orig[py * orig_pitch + px * orig_depth + 1]; + int b = orig[py * orig_pitch + px * orig_depth + 0]; + + dest[y * dest_pitch + x * dest_depth + 0] = r; + dest[y * dest_pitch + x * dest_depth + 1] = g; + dest[y * dest_pitch + x * dest_depth + 2] = b; + + break; + } + } + } + this->texture = texture; +} |